hi,

don't you have to multiply the matrix from the left side with the 
vector, like this:
M * x = x',
whereas M is your 'WorldCoordsMatrix', x is your local BBox vector and 
x' is the same in world coords.

hope this helps.

daniel

Siddharth Palaniappan wrote:
> Hi osg users,
>
> I'm currently using openscenegraph for my class project to simulate traffic. 
> I have a problem in that , i need to find collision detection between 
> consecutive cars and stop the car if  there is a collision.  I have followed 
> the osgExample- for animation. I have used an animationpath and 
> animationpathcallback and i have implemented my own spline interpolation for 
> the car to traverse on a spline. I tried to get the world coordinate of the 
> bounding box like this..
>
> * i have a class Vehicle that stores the node to which an openflight model is 
> read into.
>
> * the leaf node is the node having the vehicle, the parent node of this node 
> is a transformation node which has an animationpathcallback set to, and this 
> also has a parent node to initially set the location and orientation, (just 
> like in the osgExample animation).
>
> * i have a node visitor that traverses parents..so it goes from the current 
> node to the root concatenating all the world coordinates.
>
> * then i get the local bounding box of the node and get the minimum and 
> maximum and multiply the world coord matrix with these points to form a new 
> min and max point and create a new bounding box. I do this for every two node 
> to check the intersection of two consecutive nodes. 
>
>
>     //getWorldCoords() - forwards to a nodevisitor to get world coords matrix.
>     osg::Matrixd* WorldCoordsMatrix = getWorldCoords(this->m_Vehicle) ;
>     osg::BoundingBox VehicleBBox ;
>
>     VehicleBBox.expandBy(m_Vehicle->getBound()) ;
>
>     //Convert the vehicle local coords to world coordinates.
>     osg::Vec3f MinPt(VehicleBBox.xMin() , VehicleBBox.yMin() , 
> VehicleBBox.zMin()) ;
>     osg::Vec3f MaxPt(VehicleBBox.xMax() , VehicleBBox.yMax() , 
> VehicleBBox.zMax()) ;
>
>     osg::Vec3f NewMinPt , NewMaxPt ;
>     NewMinPt = MinPt * (*WorldCoordsMatrix) ;
>     NewMaxPt = MaxPt * (*WorldCoordsMatrix) ;
>
>     this->m_VehicleBoundingBox = new osg::BoundingBox(NewMinPt , NewMaxPt) ;
>
> I am not getting correct results. I get that the bounding boxes dont 
> intersect at all or sometimes intersect at odd places. Please let me know if 
> i'm doing something stupid or if i my understanding of anything wrong. 
>
>
> Thank you,
>
> Yours Sincerely,
>
> Siddharth
>
>
>
>
>
>
>       
> ____________________________________________________________________________________
> Never miss a thing.  Make Yahoo your home page. 
> http://www.yahoo.com/r/hs
> _______________________________________________
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>   

_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to